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C3

Game Details

Platform: PC/Mac | Web (Requires IE9) | Android
Objective: Make your way to the exit of each level by passing through color gates and manipulating the player's color. (Hint: White is the presence of all colors, black has none!)
Team: Josh Harris - Programmer (Features, Level Design)
Austen Jeane - Programmer (Features, Level Design)
Paul Jovanovic - Programmer (UI, Level Design)
Andrew Long - Programmer (Features, Tools), Sound, Artist, Gameplay Designer
Arthur Yurov - Programmer (Features, Networking, Multiplayer), Gameplay Designer, Mobile
Credits: Loading Icon by Ezekiel Ibanga
Screenshot:

Extra Details

Progress: Completed
Development Start: March 31st 2013
Development End: April 19th 2013
Coffee of Choice: Dunkin Donut's Original, black and soulless, by the gallon
Development History:

Riding on the backs of CubEater and CubAll, C3 was the course-long project I led for Video Game Design and Development at University of Illinois at Chicago.

Lessons learned? Less is more. This started off as an open-world, procedurally-generated, hodge-podge of various game mechanics each considered in isolation. Turns out that makes a crap game, and we took one of the mechanics (color combinations) and just ran with that. Great learning experience in software development (just because you wrote code doesn't mean you should keep it) that I have referred to a number of times during my career.

I really want to revisit this at some point. After we all graduated Arthur had done some work to get it working on mobile, and then things kind of fizzled. About a year later we were contacted by this arcade bar that wanted to feature our game in a cabinet, but that didn't go anywhere (we were all really busy starting our professional careers). In 2015 I started on what would be called Super C3 but lost literally all of the files to a massive fuck up on my end (pro tip: always use source control). Some day.